The Archive / Battle Reports

FIELD RECORD NO. 001 / A FICTIONAL INTRODUCTORY BATTLE

Battle Report. The Penitent Concord commander faces the Veiled Communion seer, separated by a large gold V
JAMIE COMMANDSThe Penitent Concord
V
DAVE COMMANDSThe Veiled Communion

THE FALLEN RELIQUARY

Five rounds in the ashes.

In a shattered province, two warbands arrive at a chapel that ought to have remained forgotten. This is not the account of a real match. Every dice roll is deliberately chosen to show you how Age of Ash plays.

Jamie wants the relic recovered for the Concord. Dave wants it kept out of inquisitorial hands. As the formations advance, the battlefield has an answer of its own.

FOLLOW THE BATTLERound 1Round 2Round 3Round 4Round 5Result
01
BATTLE
ROUND

ROUND 01 / Before the wind turns

The opening shots

RUNNING SCORE0 : 0Jamie / Dave

Both players complete their Command Phases, each issuing up to two orders. Then each warband puts one activation token into the bag for every surviving formation. The first token comes out red: Jamie activates his Concord Fusiliers, moving them 6 inches to a broken barricade. Dave’s first blue token activates a squad of Awakened Exiles, who advance between the graves.

Jamie opens fire with a musket. The Exile has nowhere to hide. One shot, one casualty.

HIT / NEED 4+5Success
WOUND / NEED 4+4Force 3 = Toughness 3
SAVE / NEED 4+2Failed
DAMAGE2Exile removed

Dave returns fire at Jamie’s captain, but an Absolution Guard is still within 2 inches and visible to the shooter. Under Bodyguard’s Oath, the ordinary ranged hit must be assigned to a nearby retinue fighter instead. The guard fails its save and loses 2 of its 3 wounds.

WHAT YOU JUST LEARNTActivation bag · Shooting · Bodyguard’s Oath
See the Field Manual →
02
BATTLE
ROUND

ROUND 02 / The ground becomes an enemy

The heavens turn green

RUNNING SCORE2 : 1Jamie / Dave

At the start of the second round, the battlefield makes its own decision. The players roll a D20 for an environmental encounter.

ENVIRONMENT D2017
Radiation Storm!

On 1–10, a province-specific cryptid would appear instead. On 11–20, the storm enters play.

The storm template appears at the board’s centre. A scatter die points east and a D6 shows 4, so the template drifts 4 inches towards the chapel.

Jamie fires through the charged air. His Fusilier rolls a 5 to hit, but the storm imposes −2 to Hit. The modified roll misses. Moving through the storm also costs 1 inch of Movement, and incoming shots suffer −2 Damage if fired into it from outside.

At the end of the round, Dave’s Exile and Jamie’s already wounded guard are inside the cloud. Both suffer 1 radiation wound. The Exile takes the damage, and Jamie’s guard, already badly injured, is removed. Ordinary armour does not protect against radiation exposure.

Jamie holds the chapel; Dave holds the eastern supply cache. Objective scoring begins.

Painterly battle scene in a ruined chapel: Penitent Concord fighters confront Veiled Communion mystics while a green radiation storm looms
The chapel of the Fallen Reliquary · illustrative battle scene
WHAT YOU JUST LEARNTD20 environment · Scatter die · Radiation · Objectives
See the Field Manual →
03
BATTLE
ROUND

ROUND 03 / Power has a price

A dangerous bargain

RUNNING SCORE2 : 2Jamie / Dave

The wind shifts. The storm travels another 3 inches west while the two forces attempt to outflank one another.

Dave’s surviving Resonant is an Elite, so it is allowed to use the Overcharge Field Gambit on its Veil Lance. A hit would add D6 damage. A miss is dangerous.

HIT / NEED 3+2Missed
BACKLASH D64Counts as D3 = 2 wounds
ELITE REMAINING1 WThree wounds originally

With its own manifestation turning against it, the Resonant staggers away from the altar. The backlash cannot be stopped by an armour save.

Elsewhere, Dave’s Sanctuary Defenders kill two of Jamie’s three Fusiliers. One remains. The chapel is contested, so neither player scores it this round. Dave still has the eastern cache.

WHAT YOU JUST LEARNTElite-only Overcharge · D3 backlash · Contested objectives
See the Field Manual →
04
BATTLE
ROUND

ROUND 04 / An impossible swing of the censer

The captain breaks the rules

RUNNING SCORE2 : 3Jamie / Dave

Jamie's Confessor-Marshal charges Dave’s Sanctuary Marshal among the ruined pews. Instead of using his sword, Jamie declares his once-per-battle Rule of Cool: “He tears the bronze censer from its chain and swings it into the Marshal’s ribs.”

Both players agree the object is present, the character can reach it, and a successful improvised strike will use the captain’s usual melee damage plus the D20 bonus.

RULE OF COOL / D2018
+4 improvised damage

The captain then hits on a 4, wounds on a 5, and Dave fails his Save with a natural 1. The strike threatens 3 + 4 = 7 wounds.

Dave has not used a Field Gambit this round. He declares Brace as a defensive response to the charge, granting a 5+ wound-negation roll against each incoming wound.

Dave rolls seven dice
5163245
3 wounds ignored · 4 wounds taken

The Sanctuary Marshal survives with 6 of its 10 wounds. One spectacular attack almost ends the fight, and one well-timed Field Gambit keeps Dave in it.

Meanwhile, Jamie’s last Fusilier elects to retreat. The model moves its normal 6 inches towards Jamie’s deployment edge and cannot attack.

WHAT YOU JUST LEARNTRule of Cool · Brace · Wound-negation · Retreat
See the Field Manual →
05
BATTLE
ROUND

ROUND 05 / A narrow escape

The price of survival

RUNNING SCORE2 : 6Jamie / Dave

Dave’s Exiles surge towards the chapel. One fires a musket and rolls 2, a miss. Dave spends his Field Gambit for the round on Second Chance, rerolling the failed attack. This time he rolls 5 and hits. The shot wounds, Jamie fails his save, and another Concord fighter falls.

The last Fusilier makes the second move of its withdrawal, travelling up to twice normal Movement: 12 inches. The fighter reaches its own battlefield edge and escapes, taking its surviving equipment into the next campaign game.

After the battle, Jamie rolls a D6 for the surviving unit’s experience: 4, giving it 2 XP. Dave holds both the chapel and the eastern cache. Nobody manages to carry the central relic all the way home.

WHAT YOU JUST LEARNTSecond Chance · Retaining equipment · Campaign XP
See the Field Manual →

AFTER-ACTION REPORT / THE RESULT

Dave claims the chapel.

JAMIE / PENITENT CONCORD2
—
DAVE / VEILED COMMUNION6

Dave wins the field. Jamie’s captain survives, and a lone Fusilier escapes with his equipment and experience. The central relic is never extracted. Whatever was buried in the chapel will be fought over again.

What this taught: an activation bag keeps both players engaged; Force and Toughness determine wounds; armour can save a fighter; a radiation storm can reshape the board; Field Gambits can change the outcome of a charge; and a single D20 can become the story everyone remembers.

This is a scripted teaching battle. Dice results, positioning and scoring are examples, not a record of an actual match. Some campaign and combat details are still provisional during playtesting.

Historical playtest: This report records the earlier 2.0 rules and dice rolls. For current 2.2 army limits, neutral objectives, criticals, Sniper and cryptid rewards, use the Field Manual.